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New code style refactor
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@@ -3,32 +3,29 @@
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#include "CToken.hpp"
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#include "Character/CPoseAsTransforms.hpp"
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namespace urde
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{
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namespace urde {
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class CSkinRules;
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class CRandom16;
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class CVertexMorphEffect
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{
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zeus::CUnitVector3f x0_;
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float xc_ = 0.f;
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float x10_ = 0.f;
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float x14_ = 0.f;
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float x18_ = 0.f;
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float x1c_ = 0.f;
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float x20_diagExtent;
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CRandom16& x24_random;
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std::vector<u32> x28_;
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std::vector<u32> x38_;
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class CVertexMorphEffect {
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zeus::CUnitVector3f x0_;
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float xc_ = 0.f;
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float x10_ = 0.f;
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float x14_ = 0.f;
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float x18_ = 0.f;
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float x1c_ = 0.f;
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float x20_diagExtent;
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CRandom16& x24_random;
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std::vector<u32> x28_;
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std::vector<u32> x38_;
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public:
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CVertexMorphEffect(const zeus::CUnitVector3f& v1, const zeus::CVector3f& v2,
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float diagExtent, float f2, CRandom16& random);
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void MorphVertices(std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn,
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const float* magnitudes, const TLockedToken<CSkinRules>& skinRules,
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const CPoseAsTransforms& pose) const;
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void Reset(const zeus::CVector3f& dir, const zeus::CVector3f& pos, float duration) {}
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void Update(float) {}
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CVertexMorphEffect(const zeus::CUnitVector3f& v1, const zeus::CVector3f& v2, float diagExtent, float f2,
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CRandom16& random);
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void MorphVertices(std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn, const float* magnitudes,
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const TLockedToken<CSkinRules>& skinRules, const CPoseAsTransforms& pose) const;
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void Reset(const zeus::CVector3f& dir, const zeus::CVector3f& pos, float duration) {}
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void Update(float) {}
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};
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}
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} // namespace urde
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